Jan
17
On January 23, 2018, starting with 10:00 AM, a new workshop with the Beaconing end-users will be held. In this session we aim to present:
Teachers dashboard
Gamified lesson paths example
Gamified lesson path authoring tool
Minigames
Students dashboard
Geolocalised challanges
See you then!
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Jan
17
On January 22, 2018, starting with 10:00 AM, a new workshop with the Beaconing end-users will be held. In this session we aim to present:
Teachers dashboard
Gamified lesson paths example
Gamified lesson path authoring tool
Minigames
Students dashboard
Geolocalised challanges
See you then!
Read More
Jan
16
A brand new conference, for anyone using or interested in using gamification to foster behaviour change, whether it be for marketing, loyalty, staff motivation, employee engagement, effective learning, innovation or culture change.
Beaconing’s coordinator was invited to keynote, where he joined other key individuals working and practicing within the gamification domain. The keynote discussed gamification as a hybrid approach, which emphasises on digital and physical contexts, game-inspired design thinking as a playful process for innovation and a look into the impact of connected and smart environments that could transform ordinary spaces into playful environments. This talk will specifically focus on educational experiences. You can see the slides here.
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Dec
28
On November 30th, 2017 in Sesto San Giovanni, a small city close to Milan, the Beaconing project has been piloted at I.I.S. “Enrico De Nicola” technical and artistic high school.
One classroom of students was engaged for nearly 3 hours with the Beaconing’s treasure hunt game in chasing clues and quests prepared by their teachers.
The treasure hunt game has been organized inside the school’s building and players have been provided with the location based component linked to a set of STEM mini games.
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Dec
13
Beaconing participated at HANDImatica 2017: three days dedicated to digital technologies for an inclusive society.
imaginary presented the Beaconing project concept and games during the session “Games and inclusion for all ages”: workshops, videos and games aimed at increasing inclusion at school, at work and in the healthcare sector.
All the participants, their families and students coming from all over Europe were allowed to play and discover what fun and simple it is to involve each other, break common rules and enjoy together by learning STEM topics.
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